varying vec3 N, L;

void main() {
	
	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
	
	N = gl_NormalMatrix * gl_Normal;
	vec4 V = gl_ModelViewMatrix * gl_Vertex;
	L = gl_LightSource[0].position.xyz - V.xyz;
	
	gl_FrontColor = gl_Color;	
}
